#πŸ–ΌοΈβ”ƒ2d-tools

1 messages Β· Page 7 of 1

worn nymph
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Ah wait

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It requires a psd file ... hmmm

modest cargo
worn nymph
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Gotcha. Thanks anyways

scarlet cedar
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Hi! I'm not entirely sure this is the right place, but... I'm sorry to ask a quite trivial question for top-down settings.
I'm still sorting my first scene just for my player to move correctly in it. I have 2 issues that I can't answer right now, I'll just go for the first one and see later the second if anyone can help.
I'm having an issue with sorting layers as my character has a tall sprite. He sometimes at the same time is both above and under some background, as in the picture following.

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Of course, it makes sense: in this first picture, his sprite is under the background. I don't know how to check for him to be both above (his feet) and under it (for his head or upper body) at the same time.
Unfortunately I can't just ask the background to always be under or above the player: sometimes the player will move around an object and be above, then be under it.

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I used sorting layers and group sorting but it didn't do the trick. Here are my current components.

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For the background

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For the objects in it

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For the player

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I tried to add another SortingLayer named Character for him, but of course when I use it, he's always above everything, so it doesn't work (which is normal)
As advised in tutorial videos, I also checked the Edit>Project Settings>Graphics: Transparency Sort Mode "Custom" and Transparency Sort Axis X0,Z1,Y0. But my character doesn't agree with it, as shown under.
He isn't always above the background.

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I'm sure it's a quite common issue, but any help would be appreciated πŸ™

modest cargo
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And you'd simply not have walls that are both angled and thin enough to allow a character in the same vertical position to be either in front or behind of the wall depending on horizontal position

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Or if you want more control than sorting from height gives you, you might use sorting sorting by depth and make depth correspond to height with a script barring some exceptions like the angled wall where you can have your depth position script do something specific

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Probably not worth it though

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A more modern solution might be to use opaque geometry for sprites instead and prop them upright, essentially rendering the whole game in 3D with carboard cutout characters and let opaque sorting solve all the depth problems
However it's a lot of work to convert into that workflow and Unity's sprites don't support opaque sorting so you'd be fighting against it a lot

scarlet cedar
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Should this be changed scene by scene? Isn't there an option working this issue ^^? I thought it was pretty common.

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The last solution you mentioned however isn't clear for me, I'll research it ^^

modest cargo
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To my knoweldge the common solution is to use height for depth and stop objects from overlapping with colliders in those ambigous cases

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I haven't really seriously researched it though

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Where the player was intended to be both under and over an object, like a bed, partitioning sprites was used in the old days

scarlet cedar
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I see, thanks. I think I'll change my background sprite to encompass all the objects that should be "under" the player, the ones near walls for instance. I hope this works better.

scarlet cedar
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(I mean when you have several trees and the player is above a trunk and under some leaves, for instance?)

modest cargo
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If the player must be in front of the trunk but below the leaves, I'd make the leaves another sprite with an order in layer that places it above most other objects

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So the player would always be under the leaves regardless

scarlet cedar
heady charm
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Hey guys quick question. What's going on? It only seems to happen when I rig only the body. If I make all parts of the sprite visible auto geometry works just fine

solemn latch
heady charm
solemn latch
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Also, sidenote but I suggest putting a vertex at the base of each of those bones for better triangulation.

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Those long skinny triangles will give really funky deformation when it bends

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Unity's built in triangulation kinda sucks in general

heady charm
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I've noticed that

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Any better tools to handle rigging or are we stuck with this?

restive fiber
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ive got a question my classmate and i need to programm for a school project and weve bought some assets from the store, yet we cant seem to figure out how to slice the animations apart and import them as a tileset

serene igloo
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Hello there, I am trying to implement a fake destruction system in a 2D project where I am using sprite masks to do the effect however It is not detailed at all, it just reveals a solid color under an object

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So what I want to do is place an actual sprite at a spot instead of using a sprite mask while hiding the parts that are not inside the mask area

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here is an example, this is my sprite mask, as you can see it reveals a solid color beneath

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Now I want to use a sprite to use detail instead of a solid color at the bottom while also allowing me to modify color and transparency of my sprite

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but as you can see in the picture, the sprite is not masked as the sprite mask, it is also rendering above the masked area

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I have tried to use sort order but the effect is always the opposite of what I need, only the top (outside mask gets rendered)

solemn latch
serene igloo
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I already fixed the problem, I literally inverted the mask, so now the terrain masks the sprite instead

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thanks

serene igloo
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Hello there, I am trying to use postprocessing on a 2D project with URP 2D renderer, and for some reason the postprocess updates in scene view but nothing happens on game view, Am I missing something?

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Nvm just fixed it

waxen blaze
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howdy i'm moderately novice at unity, learning how to work the rule tiles to create a auto generating dungeon, its a pretty complex tile set so i wanna do several rule tiles that work together, i heard the advanced rule tiles was good for that, so i got it, but i'm having hell wrapping my head around how it works, like what the colored circles do

cosmic knoll
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i dont know if this is a 2d tool but how can i make this line from the canvas disapear ?

hexed bison
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So guys i have a scene view that looks fine, but when i went into game mode it turned really pixelated

hexed bison
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so the thing is also its a really small window and when i scale it it becomes like that

candid bay
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why is there big difference between square and tile though they have same material and i have used pipette to set the square's color right

still tendon
hexed bison
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no i think the problem is that i have to scale it up

hexed bison
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bc see if i scale my camera really to be really small the images are high quality

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ok nvm when i build, it looks fine

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but i still get this black bar to the right and the ui is a bit wonky

sullen copper
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hey could anyone help me with this issue im having? my pixel perfect setup is somehow messed up but i don't understand how, ive probably watched every tutorial/"fixed" video on youtube by now and on page 5 of google, no solutions work

I've tried messing with every setting on the main camera and cinemachine camera. I have all the pixelperfect extensions,

here's an example of how it's messed up, it's like really weird rendering
https://files.fm/u/wmuj3z3u5

Files.fm

Visit this link to play the video: 8mb.video-cT9-i0GxUXbw.mp4

still tendon
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Or change the game display size

hexed bison
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i just changed the resolution xd

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but i wonder if thats a permanent fix

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something tells me no

vivid axle
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When I import a sprite in unity, the sprites get all distorted (example of sprite in unity vs sprite file) Is there any specific reason why?

vivid axle
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Is there any way to fix it?

modest cargo
vivid axle
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Where would that be at?

mortal plank
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Just select to None

mortal plank
vale dagger
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Hey guys, i wanna try some shadows for my 2D game, i saw a youtube video and he uses "Shadow caster" something like that but i cant find it, not even in store as package

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it said its called "2D Shadows" but doesnt exists or idk

bleak flume
meager hazel
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2D shadows in the experimental branch are still WIP. They will stretch indefinitely so it has limited uses.

bleak flume
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How did you find out it is experimental?... I mean the 2D shadows are specifically included in the 2D URP Core templates, unless I am mistaken.

ripe nacelle
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look at scene view

solar nebula
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You just have poor rulings. You should watch a quick video and copy what they use for their rules. It becomes more intuitive once you see someone do it once.

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But it is working as intended here.

ripe nacelle
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ight lemme look

ripe nacelle
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so if i have a grass tile only the ones on the corners change

solar nebula
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You're using a rule tile. It is updating because the tile next to the one you're placing is taking into account its rules.

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You need to create rules to account for that.

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These tiles dynamically update when tiles are removed or placed, even ones you already placed.

ripe nacelle
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ohh i was doing it the opposite way i got it

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so in my code now, instead of checking for corners and stuff, i can just place this rule tile right

solar nebula
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theoretically yes

solar nebula
ripe nacelle
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yea i need to make corner tiles for other terrains, it works, just looks a bit odd cause the tiles dont blend well with other biomes yet

sudden quail
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is there a way to cast 2d shadows on a particle system

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help pls

modest cargo
sudden quail
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most likely wont work tho i'm p sure i tested that

candid bay
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why they have different colors?
first one is object with square sprite
second is tiles
i used pipette to set right color but it seems different

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also they have same material

icy terrace
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Why is there a random green box on my sprite?

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(The one on his face not the collider)

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There are also blue ones lower down but they are more subtle

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I moved it to a different scene and now there are different boxes

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A purple one this time

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Nvm i messed around its the compression

mystic moat
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If i use for example a canvas of 64x64 bit for the player profile (to make it look better) can i add it to a 32x3w or 16x16 bit game? Like adjust it's size to fit or it's not possible since those r 2 different sizes.

solemn latch
mystic moat
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Ty

solar nebula
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does anyone know how to push the randomness of the random tile output toward one tile? changing the noise changes, well, the noise, which doesnt really help, and adding more tiles of the same type (to overwhelm another) seems to have some very weird behaviour and I cant quite figure it out

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For example I'd really like to just say "20% of water tiles should be "Water_1" and the others will be "Water_2"

still barn
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Hey, so I have image sprites and I would like to "extrapolate" the edges further, either algorithmically or possibly through AI. Maybe have the edges blured out. In other words, generate extended edges to a sprite/picture. Only has to be "as good" as your vision's edge would be. Any idea of a technique I could use for this?

solemn latch
rose raft
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can anyone help me figure out why my physics2d.linecast is not finding this collision?

agile obsidian
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guys can someone tell me how i made this water tile i dont remember what i clicked but my water tile became like this
i know this is not a prefab but what is this

midnight bane
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Should we make every tileset fit the same size, like mine is all 32 pixel, floor tiles, furnace, chest and I think the ratio somehow not correct

bronze turret
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hey all, I imported this spritesheet and one frame is cropped. this cropping is not in the spritesheet. Any chance someone knows what the issue is?

modest cargo
bronze turret
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reimporting the spritesheet seems to have the same cropping problem. ive imported the troubled frame as a separate png in the meantime to get around this issue.

modest cargo
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Another way to test this issue is to swap mesh type from tight to full rect

bronze turret
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thank you very much

modest cargo
bronze turret
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cool good to know. just out of curiosity, what would fixing the messed up one be? the raw spritesheet looks fine as far as i can tell

modest cargo
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A sprite's generated outline vs the sprite's mesh generated from the outline

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Because the sprite is just a mesh with a texture on it, the sprite will cut off if the outline doesn't cover it

bronze turret
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wow i did not know this!

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now its fixed using 'tight' with this method

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thank you again

sturdy epoch
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yo can someone help
im trying to use skeletal animation, but whenever i drag my sprite into the scene after rigging everything it just shows up as a normal sprite

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nvm i figured it out

heavy rover
modest cargo
heavy rover
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PLSS

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ppelase

modest cargo
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Very beginner friendly and includes many different course projects

modest cargo
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Correct

heavy rover
heavy rover
modest cargo
heavy rover
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::(

modest cargo
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Besides Unity Learn I don't
Did you look at it?

heavy rover
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pls

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which unity 2d course you started with??

modest cargo
heavy rover
modest cargo
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I already told you
You need to stop spamming the questions and get to searching

heavy rover
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::( didn't expected that

opaque aspen
#
Unity Learn

New to Unity? This guided learning Pathway includes everything you need to get started.

Unity Learn

A town is in peril after their friendly robots become broken! It's Ruby's quest to fix them!
Learn to create this small 2D RPG from scratch and save the town! Please Note: We are aware that this project is getting older - Ruby's 2D Adventure will be updated in 2023.

heavy rover
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thank you

brazen silo
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Hello, why doesn't the grid in the scene not the same size as the grid of the tile palette?

brazen silo
modest cargo
brazen silo
modest cargo
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But it's not

brazen silo
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i think it's 16

modest cargo
brazen silo
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yeah 16

modest cargo
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Just so you know this is not a server for discussing problems related to ripped assets

brazen silo
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thx btw

midnight bane
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Sorry for bad English...

modest cargo
midnight bane
stoic spindle
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What do I use for 2d

modest cargo
brazen silo
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Hello, is it possible to add script and a seperate collider to an individual tile map inside a tile map palette? I want the player to interact with that tile. I want to add a mesh collider on the bottom of the question mark box and when the player contacts that collider, a mushroom will pop out of the box. Or should i just skip that and make that box from a sprite, not with the tilemap?

elfin sandal
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I would make interactable blocks their own tile map and when a collisions is detected it would get the nearest tile, while also using scriptable tiles in order to place items and other properties in the tile

brazen silo
elfin sandal
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Like i said scriptable tiles

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Thats what theyre for

brazen silo
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oh you mean like the animated tiles and rule tiles?

elfin sandal
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No, scriptable tiles

brazen silo
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i checked this https://docs.unity.cn/Manual/Tilemap-ScriptableTiles.html it didn't mean anything to me. Then watched some videos on it , there's way too much coding involved, i was overwhelmed. What's the short version? Do i need to create a script for the function i want to add, turn it into an asset than attach the sprite i want to use to that script and then drag it to the tile palette, sthng like that?

zenith blade
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Which software would be the best to use to create 2d art and pixel art?

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For character(animated), assets etc for unity

brazen silo
vestal tusk
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Hello!

So I got comics I want to show to my players at different point in times and I wanted to grow the panels of the comic of the screen is big and shrink them if the screen is small. Each panel have a different size. I found the Layout Group component, but it stretches my images. (Here is the thing I am talking about: https://www.youtube.com/watch?v=ouXCjFcfNfA)

Is there a better tool to adapt images to different screen sizes?

Layout Groups can be pretty tricky to understand. In this video I'll show you the basics on how to organize your user interfaces using the various tools provided by Unity. You'll learn about 'Horizontal Layout Group', 'Vertical Layout Group', 'Grid Layout Group' and 'Layout Element'

I'll also show you how to setup a typical interface split (ma...

β–Ά Play video
dim flume
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hey y'all, i've got a question regarding how to set up the game object here. i have a rectangle with text displayed on it, and i'd like the letters to turn red as the player types each letter:

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i currently have two text mesh pro boxes in the rectangle, with the left one containing red letters and the right one containing black letters. is there a way to do it so that the word is centered and doesn't change position as the letters are moved from the right-side box to the left-side one?

solemn latch
solemn latch
dim flume
solemn latch
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Either that or cache the complete width before splitting the text up

dim flume
solemn latch
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Can't view that; I'm on mobile

dim flume
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the text is shifting ever so slightly though, and the rectangle also isn't resizing to fit the words

solemn latch
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Ah. I dunno.

granite stump
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Someone can explain me why i see nothing with my camera please ?

jolly narwhal
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probably because the far clipping plane is only 0.31

granite stump
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He need to be at what number ?

jolly narwhal
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at the number where you can see everything you want

granite stump
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Nice description

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It works thank you

drowsy belfry
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can someone explain why the animation is doing funny things? i recorded the animation to only enable its corresponding hitbox, but the up and down ones trigger them all despite me not recording it. how do i fix this? thanks in advance.

also im using blend tree which i forgot to show in the video

elfin sandal
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blend tree probably doesn't blend bools very well

drowsy belfry
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is there a way to fix?

bleak flume
# elfin sandal blend tree probably doesn't blend bools very well

Edit sorry pinged wrong person, meant for @drowsy belfry hamboy is on the right track. Blend trees blend animations. Although you can't see the animations blend because you are using sprites at specific keyframes for spritesheet based animations the animation is still blending and firing all events on any animation if there is the smallest value in you x y. I'm not sure why all would be activating tho cuz it shouldn't fire if the value is 0... so your code is prob also has something weird in it. To fix the easiest way is to have your attack hotbox in its own animator with its own animations on a child gameobject not based on a blend, leaving your character in a blend tree without animations events. You can also just code an attack component to throw down a https://docs.unity3d.com/ScriptReference/Physics2D.OverlapCircle.html or something when you press the attack button instead of turning on and off ganeobjects but that is a bit more advanced.

elfin sandal
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Ur responding to wrong person

bleak flume
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Sorry hamboy!

lost pasture
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Hey! I've been struggling a lot to get something working, I'm trying to split a sprite in 2 part and then simply add those sprites to the scene and keeping their position from the original sprite. It's to achieve this effect on an isometric scene using z pos for sorting:

on the right the sprite is cut in 2 part allowing a good sorting order. I was wondering if it's possible to achieve that without doing it manually for every sprite

soft hazel
lost pasture
lost pasture
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When a sprite is like rectangular like the above it doesn't work, the way I fixed that is by using some kind of zone above the sprite to modify the z pos, but I realized it just takes too much time as I have a lot of sprites in that case, and it's not very accurate either, especially when other elements interact too

soft hazel
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Custom axis with (0,1,–0.26)

lost pasture
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I already built like a pretty advanced setup with multiple levels of terrains, props, moving elements etc, my main issue is with those specific props that needs to be cut into 2 or multiple sprites

drowsy belfry
arctic bear
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Hi, not sure if this is the right channel, bit overwhelming. point me in the right direction please if I got it wrong. Thanks!... If I have a sprite sheet and I want my particle emitter to use one specific sprite from that sheet, is the right way to go using the "texture sheet animation"? Or is there a better method? It seems over kill to just choose a sprite. Can I make the material itself choose just one sprite out of the sheet? Can't figure out how... Thanks again!

granite stump
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Someone can explain me why when i build my game the menu isn’t the same that in the editor please ?

modest cargo
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To accurately represent 1080p monitor your game window resolution should be 1920x1080, not simply 16:9

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Ideally you'd design your UI to work with multiple aspect ratios and resolutions, not just one

granite stump
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Oh ok i found the option 1920x1080 in the game editor and i can see the real result before to build

indigo star
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I have an issue where the tilemap collision is strict, and sticks to sprite edges. I want the collision to be just a square for every tile. What am I doing wrong?

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I've turned "Generate physics shape" off in the sprite import settings

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and I also have "Full mesh" on for Mesh Type

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Ah, I found the solution. If Anyone else ever wonders, it's a setting on the individual tiles that has to go from "Sprite" to "Grid"

unkempt hamlet
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do more people use the 2D or 2D (URP) template?

still tendon
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so I'd say start with 2D then swap to URP if you really want to

unkempt hamlet
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I already created the project in URP

still tendon
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no biggie

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shouldn't cause any problems really

modest cargo
glad ferry
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so, i started using tilemaps recently, i know that for big objects like house etc.. we can use multiple tiles. But now i was wandering if its possibile to have a single sprite that is bigger then a single tile (i was thinking about a plant that goes a bit on the upper tile) without having to separate it on 2 different tilesπŸ€”
It's possible? or i should just use the sprite without using the tilemap ? πŸ€”

glad ferry
modest cargo
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I don't think there's anything you need to "do" to have tiles bigger than a grid cell

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Their size is based on texture dimensions / PPU, and origin by the sprite pivot point

solemn latch
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Yeah, it should just work

hollow crown
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πŸ—ƒοΈ Documentation

Pixel Perfect
2D Animation
Vector Graphics
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2D PSD Importer
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πŸ“š Resources

Blogs and e-books

Samples

Lost Crypt

πŸ€” Troubleshooting

  • Lines between tiles: generally should use the Pixel Perfect package.

πŸ’¬ Forums

2D β€’ Pixel Perfect β€’ 2D Animation β€’ Vector Graphics β€’ 2D Lighting

πŸ—ΊοΈ Roadmap

brazen silo
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hello, i'm trying to add a skiing trail effect when my player char moves on the map. I did it with the particle effects but there's a problem with it as you can see in the video. The effect gets glitches out when i rotate the char. How can i fix this? I tried the trail renderer component but i couldn't manage to add the sprite which i want to use to that component(actually i managed to add it but i couldn't set it right, it looks weird) any idea how i can fix this issue?

solemn latch
brazen silo
solemn latch
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Do you want it to rotate?

brazen silo
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yes, same angle with the player sprite as it rotates to left and right

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it looks odd when the player moves down with a 30Β° to the left but the ski trail is still 90Β°

solemn latch
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The particle should emit at the angle of the emitter

brazen silo
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what is the emitter in this case and how can i change it's angle?

solemn latch
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The particle emitter that is presumably a child of your character?

brazen silo
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ok how can i achieve this: "The particle should emit at the angle of the emitter" ?

brazen silo
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i think the problem is the sprite. if i wasn't using a sprite for this, it would work fine. Particle emitter is being rotated the parent game object, it's the sprite that doesn't rotate

solemn latch
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Did you set render alignment to world as well?

brazen silo
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i did it now. Didn't make any difference

distant sun
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Hi. I have 2d simple mesh. How to convert this mesh to sprite asset? not a rantime. I slice 2d apple image mesh to several meshes and now i want to save this part as sprite assets and add it to scriptable object Parts with unique ID.
in unity
witout blender

dry patrol
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Tilemap question:
I'm making a 2D top down game using tilemaps. I created a rule tile that has a floor of type A in the middle (the "default sprite"). The tiles around the floor are walls. Everything works fine and I'm very happy with this tool.

But now I want to have two types of floor, floor A and floor B and to be able to freely choose between them. Everything else should stay the same (the walls and rules should stay the same etc.). How can I achieve that? If I create another rule tile (or a rule override tile) and swap type A floor to type B floor, the walls from both do not connect, because they don't understand they are the same walls (Unity treats both rule tiles as separate tiles). What I'm trying to do is have two "default sprites" in the middle, and be able to choose which one is active, instead of just one.

What I'm trying to achieve is very simple, so I'm sure it's possible to do, but I don't know how, any tips? thanks!

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asking the same question from a different perspective:
is there a way to make Unity think that a rule tile and it's override, are the same tile? (meaning they respect each other's existence on the tilemap according to the rules).
I know I can choose "single", "random" or "animation" placement, where is there no "Double" option, because that's exactly what I need

solemn latch
dry patrol
solemn latch
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You can also extend rule tile to add whatever functionality you want

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But that is a lot more work than the hack is

tribal ice
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how can i get rid of such light bleeding on pixel object with normal map?

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everything is point filtered

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normal map

tribal ice
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also, how can i see normal map debug viewport in 2d?

bleak flume
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Try setting compression to 'None' or increase the max size depending on your texture and see if it looks better.

tribal ice
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why would i increase texture size if its just 32x96?

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and compression doesnt change anything to me

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i think its something to do with renderer/shadow system

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because itself normal looks like it should in engine

solemn latch
tribal ice
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but without that glitchy flickering lines

solemn latch
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It is a still image so I can't see the flicker, and it is a blocky texture so I can't distinguish texture from lighting. Does it stil happen without the normal map?

tribal ice
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just on the outline

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it happens when light normals is not set to disabled

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can it be caused by resolution of editor window not maximized?

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huh im unsure if it could happen if there's not enough pixels on screen

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huh yeah turns out to be only present in editor, in game that looks fine

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also, how can i make shadows more blurry?

fallen thistle
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i tried deleting a tile from a tile map and now i cant use any tile maps

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i just keep getting this error when i try drawing or removing anything

ObjectDisposedException: The Unity.Collections.NativeArray`1[UnityEngine.Vector3Int] has been deallocated, it is not allowed to access it
Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle.CheckReadAndThrowNoEarlyOut (Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle handle) (at <86acb61e0d2b4b36bc20af11093be9a5>:0)
Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle.CheckReadAndThrow (Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle handle) (at <86acb61e0d2b4b36bc20af11093be9a5>:0)
Unity.Collections.NativeArray`1[T].Copy (Unity.Collections.NativeArray`1[T] src, System.Int32 srcIndex, Unity.Collections.NativeArray`1[T] dst, System.Int32 dstIndex, System.Int32 length) (at <86acb61e0d2b4b36bc20af11093be9a5>:0)
Unity.Collections.NativeArray`1[T].Copy (Unity.Collections.NativeArray`1[T] src, Unity.Collections.NativeArray`1[T] dst, System.Int32 length) (at <86acb61e0d2b4b36bc20af11093be9a5>:0)
UnityEngine.Tilemaps.ITilemap.RefreshTile (UnityEngine.Vector3Int position) (at <e2f8d68dc04c4d5ca055a2f9c3f7090e>:0)
UnityEngine.Tilemaps.TileBase.RefreshTile (UnityEngine.Vector3Int position, UnityEngine.Tilemaps.ITilemap tilemap) (at <e2f8d68dc04c4d5ca055a2f9c3f7090e>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
#

i've tried deleting all the tiles and the tilemap making new ones but those dont work either

mortal plank
tribal ice
#

it wont work as normal, already tried

#

issue resolved btw

#

it just a visual glitch in editor

tribal ice
still tendon
#

Hello, I have a question, does anyone know why the colors change when importing a sprite in unity?

still tendon
queen sandal
#

Greetings,
I just migrated from Godot after looking for a new coder for my 2D pixel platformer game.
Now my workflow completely changed because I cannot find one feature I was using a lot on Godot to create levels with ease and fast paced. What I'm looking for is the equivalent to Godot's Atlas feature that allows you to assign a draw percentage to multiple tiles so you can draw those multiple tiles randomly (according to the percentage) while holding down the brush. Is there something like this in Unity?

#

basically this

#

In case someone mentions this. I did find 2D Extras package. It lets me to take multiple tiles but they are drawn completely randomly. Unless there's an option I'm missing somewhere, this is not it...

bleak flume
#

@queen sandal The rule tile allows you to just have a tile that will place one tile down from a list of tiles. It is nice because while it is similar to random... It is actually based on noise. That means that you can adjust the noise to get different suggestions of random, but get back to the original "random" placement... You can extend the class and make it based on weights if you want or just add more of the more common tiles as a workaround

#

You can also just extend tile or tile base to make a fully random tile, but I think noise is better in most situations

queen sandal
tribal ice
#

where i can find debug view like depth/normals in 2d urp?

dusk hound
#

Hello

#

I dont know if this is the right place but I need help with sprites

#

Is it possible to make the head sprite fit in the shirt/body sprite?

abstract olive
#

You would need to use multiple layers of the outfit so the stuff behind is actually behind the head.

candid bay
#

i have this when i'm switching to next scene

#

what textures should i make readableπŸ€”

tender bear
#

ok, i'm lost here. I have a 2D game and a psb file with a sprite. The different layers in the psb file are its different body parts.

My sprite will just be prefab that I want to be able to place multiple times in a scene (this is a tower defense game.) This sprite has animations and also 3 different facial expressions.

Now, currently I'm just dragging this into my assets as a prefab, and will be instantiating it in the game. Why do I need a sprite atlas and/or a sprite asset library? Are either of those necessary?

solemn latch
abstract olive
#

Break it apart in whatever art program you use and layer the sprites in Unity

fleet mirage
#

Kennt sich jemand mit Bitsy aus ?

kind yacht
#

How would I give my tiles collision?

solemn latch
#

And you'd usually use the composite collider to combine all your tile colliders into one.

candid bay
#

hey, why doesn't my player collide with obstacle in game mode and build version, but seems okay when i switch to scene. Only thing I know is the problem is not in tiles, they have tilemap collider component

tribal ice
#

moving mouse cursor in 2d causes huge lag spikes

#

even on empty scenes

#

huh, changing polling rate to less than 1000hz seems to fix that

#

2021.3.18f1 btw

#

it's actually still noticeable with 125hz, just way less

lunar mist
#

I need help fixing a zooming system for my project. It kind of works but just bugs out the moment I zoom in very close.
Basically, I want the camera to zoom into assets.
Im using my mouse scroll wheel.
This is what happens:

#
private void CameraZoom()
    {
        float scroll = Input.GetAxis("Mouse ScrollWheel");
        zoomSpeed = cam.orthographicSize;
        if (scroll != 0f)
        {
            float newSize = cam.orthographicSize - scroll * zoomSpeed;
            newSize = Mathf.Clamp(newSize, minZoom, maxZoom);

            cam.orthographicSize = newSize;
            Vector3 mousepos = cam.ScreenToWorldPoint(Input.mousePosition);
            mousepos = ((scroll)*mousepos);
            cam.transform.Translate(mousepos);
        }
    }
#

In the video the camera is not correctly zooming into the assets

#

I want my zoom system to work like unity's scene editor camera zoom

#

also when I zoom it out by a lot it just teleports the camera somewhere

#

NVM i fixed it

#

if anyone ever stumbles across this problem here is what i did

solemn latch
gilded wadi
#

Is there a way I can serialize data per tile in a 2Dtilemap

#

I need to setup a collider material scriptable object for my collision tilemap, to tell my game what particle effects and sounds to play when you interact with a tile

#

But that data needs to be serialized per tile, so that each tile can have a different material, not just one per the entire tilemap

haughty maple
#

Hello, I am making a mega man fan game and i am facing a problem in the animations. The sprite sheet has a run animation and a run shoot animation i need to sync both of them so when i transition from shoot to run shoot animation it plays on the same frame so it does not jitter. Any help on how to do this

bleak flume
# haughty maple Hello, I am making a mega man fan game and i am facing a problem in the animatio...

I have no idea if this is a good way or if it would work, but you could maybe try https://docs.unity3d.com/ScriptReference/Animations.AnimatorState-cycleOffset.html that will start the state animation from a different point between 0 and 1 (0 is the start and 1 is the end) and from the state it can be set to use the value of a parameter you make in the animator (as seen in screenshot). Then you just need to set that parameter to the normaizedTime of the previous state... you can possibly do that by using a https://docs.unity3d.com/ScriptReference/StateMachineBehaviour.html StateMachineBehaviour which attach like a monobehaviour does to a gameobject... but to a state in the animator instead... StateMachineBehaviour class has a built in method you can override called OnStateExit which is called when exiting the state. That also includes a handy struct https://docs.unity3d.com/ScriptReference/AnimatorStateInfo.html which includes the normalizedTime that you might be able to pass to your created parameter using SetFloat. So set the float OnStateExit of the previous state... and when you enter the new state you should have the cycleoffset matching??? This is all theory, but might work... maybe someone else knows another way.

haughty maple
#

Thanks i will try it

tame ivy
#

Hi everyone, I have a dummy question. I'm creating a burning animation by using a sprite sheet. But how come that takes a single draw call for each instance? I have 3 sparks and take 3 draw call. Is it normal?

uncut forge
sterile moss
#

does anyone know why my tiles wont paint at all? i select them and try using the brush tool but none of it works

#

if you need any more info to help please say

glad ferry
#

Hi! not sure if this is the channel where i should ask this but..
I'm working on my first 2D top down game. a friend created the *.psb files for the character in each direction and i was going to animate it using Sprite Rigging.
But how do i switch between direction? should i have all 8 object in scene and active the direction in use? or there is a better way? πŸ˜…
i can't really find any nice tutorial about thisπŸ₯²

Also- bonus question. since most of my character are humanoid is it possibile to import animations between characters if they use the same bones? like how you would do for a 3d char with an animator avatar (?)

solemn latch
# glad ferry Hi! not sure if this is the channel where i should ask this but.. I'm working on...

The two main methods are to sprite swap the individual pieces for different directions, or to (as you suggested) just have a separate version for each direction that you switch between.

Be careful- in unity, 'humanoid' usually refers specifically to mecanim humanoids, which are a specific setup. If your sprites use EXACTLY the same bones and hierarchy, then yes you can reuse animations. Unity won't do any retargeting, though.

solemn latch
#

Just ask your questions. Until you do, nobody is going to ASSUME that they know what you need.

#

Two separate issues. Break it down into individual questions and ask those questions. πŸ˜„

sharp meteor
#

hi there, how do i change the default pixels per unit so i dont have to change it for everything i want in everything including tilemaps? is there like a default setting for this

elfin sandal
#

you can change default import settings

tribal ice
#

running into issue similar to thishttps://forum.unity.com/threads/cannot-select-gameobjects-in-editor-in-2d-view-using-custom-sprite-shader.391820/

#

sprite backface cannot be selected if im using custom shader or not using sprite-lit-default

#

im using sprite lit shader graph

#

note that it only does that when sprite is flipped

tribal ice
#

damn its so annoying, what parametrs in shader graph i should use for sprite to use outline as selection in editor rather than 1 sided bounding box ?

#

really as simple as this setup causes so much trouble

#

no shader/shader

#

i feel like shader graph sprite lit is worse than sprite lit default, should i use default shader as base then?

solemn latch
#

I'm not certain

tribal ice
#

there isn't?

tribal ice
#

eh i have 0 fucking idea what i changed but 1 sprite is clickable

#

though the outline doesn't follow the shape, not sure if its bad to ignore

tribal ice
#

i can dm somebody 2 shader graphs, 1 is working somewhat as intended, but another is not selectable on sprites

#

because im lost

#

im not sure if that can cause it

ripe cloak
#

Hello! I would like to know if it is possible to sort the tiles of a minimap after the tiles got placed in a Unity project.

indigo star
#

It looks like flipping 2d assets left-right causes the normal map up/down to be reversed as well.

#

Is that a known issue/something that is fixed in the new version?

dusk hound
#

I have a question is it possible to make animations from a single sprite? (for example idle sprite)

indigo star
#

What do you mean single sprite? A single image?

bleak flume
bleak flume
dusk hound
modest cargo
solemn latch
peak oar
#

How do I make an icon that always stays to the left of the player name and dosent matter on the name size

novel timber
#

Is there any way to get rid of pixels not being pixel perfect WITHOUT attaching a pixel perfect camera?

#

I want my game to be pixelart but have some high quality post processing

#

But things like this pixel scatter destroy it

modest cargo
novel timber
#

Yeah but it also messes up my current camera settings

modest cargo
#

If you want pixel perfectness you will have to make some concessions to work with the fundamental constraints of matching sprite pixels to screen pixels accurately

novel timber
#

nvm

modest cargo
# novel timber nvm

I find pixel perfect rendering is kind of confusing until it "clicks" that you're rendering a whole number of screen pixels per sprite* pixel, without any fractions
So your game display resolution has to be divisible with the number of sprite pixels you're wanting to render

novel timber
#

Hmm

#

I have a second one problem...

#

dont mind my keyboard

solemn latch
peak oar
#

Why does my text stretch like this in my vertical layout group

#

It just weridly squeezes it

spare dew
#

hey how can i make 2 tilemaps where 1 overlaps the other? (1 for walls etc., 2nd for wall decor)

gilded wadi
#

Any way I can assign a color to individual tiles in a tilemap without modifying every instance of said tile?

#

I’m trying to make a tile palette brush that lets me tint tiles

elfin sandal
solemn latch
fringe grove
#

and then set the order in layer

lunar socket
#

How to i fix my player going half into a wall. It works fine on my right wall, but not my left

peak oar
dim stag
#

Hello, I am trying to rig my 2D character. I have setup 3 bones for the body and clicked Auto Geometry but when I rotate the bones nothing changes. I am sorry if this is a noob question I am new to Unity and transfering my project from another engine.

dim stag
#

It appears that all are affected by the red bone so I am confused why it hasnt generated geometry for the other 2 bones

modest cargo
main ledge
#

would someone be able to help me with my tilemap. The grid is off and theres random purple/pinks squares in the empty spots.

#

also when I use the draw brush the square it highlights is like 20 grids to the right for some reason, but it still draws properly where I am hovering my mouse

main ledge
#

i remade the tilesset and figured out the cursor alignment, im not sure why the random pink squares apppeared though

modest cargo
main ledge
#

Yeah could be. I also had a question how do you guys add collision to only the edges of a tilemap selection. Should i have a separate tilemap for the edges of the map and apply a tilemap collider to only that one?

cunning kraken
#

Does anyone know how to work with particles in 2D

#

My particles always show up behind the canvas instead of front

#

they stay hidden

still tendon
#

There’s the sorting layer inside the particle system

#

Look through in the inspector

#

You will find it close to the bottom

cunning kraken
#

still does not work

#

Here's a screenshot

solemn latch
cunning kraken
#

that sounds unnecessary complicated lol

solemn latch
minor pike
#

Does anybody know why a 2D collider could be rotated off the axis it's image is on? I've disabled the rigidbody also on the image but the issue is still there :/

still tendon
#

I'm kind of late to respond but I can help if you still haven't found a solution

whole wing
#

hey guys I just started with unity and have a question

whole wing
#

@cunning kraken hey

#

I have a bit of an issue with assigning jumping script to my 2d character

cunning kraken
#

Learn how to make a 2D platformer in Unity even if you are a complete beginner. In this episode we're gonna focus on installing Unity and making our player move around and jump.

● Unity Hub: https://unity3d.com/get-unity/download
● Black Square Sprite: https://www.mediafire.com/file/yge3smeon4kpxcg/Square.png
● The complete code: https://pasteb...

β–Ά Play video
#

watch this bro @whole wing

whole wing
#

thanks I will

#

the issue that I currently have, is I followed another tutorial, however, my character is simply flying off the screen

cunning kraken
#

oh yeah i had that problem

#

check this video it will help, the problem is the fact that clicking space won't stop jumping(Character is flying to infinity)

whole wing
whole wing
#

kinda funny

whole wing
#

nvmnd fixed it

uncut pike
#

Heyy all, anyone experienced with Sprite Atlas that can give me an anwser?
Cheers,
SE32
https://stackoverflow.com/questions/76488695/my-sprites-dont-fit-in-a-single-4k-sprite-atlas-what-happens-with-the-remainin

zenith blade
#

Anyone knows why this looks like low resolution?

modest cargo
main spindle
#

as far as making geometry for your sprites after giving them bones, I've done that for a test character, and as soon as i add the sprite skin component and try to generate the bones, the sprites end up disappearing. Any known reasons why this happens? It has only started happening after scaling down the test sprites to be below 100 pixels per unit and made sure the auto geometry fit exactly on

cunning kraken
#

Does anybody know why THE DAMN BLOOM ISN"T WORKING

#

Looks good on edit mode, but doesn't show up on camera

elfin sandal
#

does camera have pp enabled

modest beacon
#

not sure which channel to go to but i have a tile map and i'm not sure how to make it seamless between multiple patches because on the left it leaves a gap but on the right it just doesnt look seamless

#

like is there a way to change the moving increment or somethingm

solemn latch
cunning kraken
modest cargo
cunning kraken
modest cargo
cunning kraken
#

anyone know what's up?

modest cargo
#

I see your scene is composed of Canvas objects
By default Canvas is set to render in Screen Space - Overlay which means after post processing
Screen Space - Camera or World Space would be rendered before post processing

#

Scene view renders all gameobjects in its subjective world space which explains the bloom working there

cunning kraken
#

@modest cargo Fixed, thank you a lot

crisp pond
#

Can I convert this textue into the sprite?

zenith blade
#

why is my imported asset becoming like this?

#

it is nice and clear but after importing it becomes low res and kinda distorted

zenith blade
#

i fixed the distortion by using the crunch compression but still the image is in very low quality........

novel timber
#

Send me a screenshot of ur sprite settings

#

ill tell u

#

Also, guys, how do they make these pixel art health bars? It turns out it is way harder than usual. How can i create a slider that is made of 6 segments and if u get damaged u lose 1 segment

fierce zephyr
#

completely white and partially transparent material is not giving a white tint what do I do

zenith blade
solemn latch
zenith blade
#

how do i do that i just have this extract option only

solemn latch
#

What

modest cargo
#

Even searching for "pixel art looks wrong in unity" you'll probably find that and more related potential issues

cunning kraken
#

@modest cargo

#

yo dude

#

do you know how 2d particles work

cunning kraken
modest cargo
solemn latch
# cunning kraken yo dude

Are you just going to go down the list of active posters, hoping someone will tell you what you want to hear, because you can't accept the answer?

cunning kraken
#

I tried doing what you told me, was not helpful

cunning kraken
#

@modest cargo can you help?

modest cargo
cunning kraken
#

i dont understand the answer tho

#

draw the particles to a ui texture?

modest cargo
#

Particles are sorted using 3D and 2D sorting
Canvas is neither by default which makes it incompatible, but can use 3D sorting for it with those options

cunning kraken
#

@modest cargo Particle system shouldnt be a child of canvas? or it should be

#

And my game is entirely 2D

#

Entirely canvas

modest cargo
#

Canvas is not the same as 2D

cunning kraken
#

understandable

#

In edit mode they are visible

#

Although in game mode not at all

#

They are outside of canvas

#

@modest cargo

#

should i create another camera or some shit

modest cargo
cunning kraken
modest cargo
# cunning kraken Scree Space - Camera

Good, world space may be more intuitive but they do the same thing here
You should be using the scene view to make sure the UI and the particle systems are in front of the camera physically, not as a reference how things should look like

#

The particle system should have a Transform, not a Rect Transform (which is an UI thing), and it probably shouldn't have a scale in the hundreds

#

What's confusing you here is that Canvas treats units as pixels while particle system treats them as meters and by default are rendered entirely separately from each other

cunning kraken
#

well thanks although the z axis of the particle system is actually okay

#

particles are in front of the camera (in 3d space)

modest cargo
cunning kraken
#

so you want me to make them normal but zoom in?

modest cargo
# cunning kraken shoudln't have hundreds?

Well, it depends on the size of the ortho camera but usually it's not necessary
What often happens is people assume objects need to be scaled up into UI space and then they wonder why they're wack

turbid basalt
#

hey. anyone can help me in tilemaps? i want to add different tile elevation levels like in isometric tilemap but instead in a rectangle tilemap

#

i did a small project where the ground and water on a different levels but adding a higher tile will probably break everything if i use a layer

modest cargo
#

It's the custom sort axis and adjustable tile height that makes the perspective effect

bold frigate
#

Ok, I wasn't sure where to ask this. But what dimension would I build my map in if I want to achieve this look of game. It looks like the character is 2D but the map is 3D?

solemn latch
#

Looks 2d to me

bold frigate
#

That's what I was thinking, but how would you make that in 2D?

#

How would you get the depth from the walls? Unless I'm just an idiot lol

solemn latch
#

I don't see any depth.

#

The 'walls' are just differently colored floors with colliders so you can't walk on them.

#

Using custom axis sorting so that stuff closer to the bottom of the screen is drawn in front

turbid basalt
#

i tried it in isometric z as y and everything work perfectly. i cant find any clue :S

still tendon
#

How do i make the assets fit in cells ? I'm using rectangular 2d grid tilemap

#

this is what the other palette looks like (it's what I want) but I don't know why the terrain palette looks like that

soft hazel
still tendon
#

it is, it also works fine in game and scene

#

but not in tile palette tab

soft hazel
still tendon
#

okay lmao

#

is there a way to delete tilemap palettes

onyx jetty
#

can someone help rate my animations?

modest cargo
analog widget
#

how can i make 2d lights and shows look better?

#

shadows*

main ledge
#

need some help with my pivots

main ledge
#

do i need to redo like 200 of my pivots to achieve proper layering? I was hoping I could change all the pivots at once but I cant open the sprite editor with multiple selected they arent on the same sheet or something, aseprite makes them their own image

solemn latch
main ledge
# solemn latch You could use a script to mass edit them.

I found a decent way to do it, I dont fully undersatnd pivots yet. So when I change my pivot to the bottom of my character instead of center my characters sprite moves up. Can I change the pivot without changing the position of my player sprite, I know theres some settings causing it to happen just not sure what

#

do i just need to reposition all my child objects and colliders?

bold frigate
#

Not sure how to explain this. On the left side of the door, my character is sorted higher in the layers than the walls. But If I want to make the character walk through the doorway, and then have the walls be higher in the layers, how would I do that? If possible?

hollow crown
solemn latch
analog widget
#

how can i make the player render behind the bus stop? Im using URP

#

i thought this would work but it doesntr

main ledge
analog widget
main ledge
#

yes, layers overrides it

analog widget
#

ah damn

main ledge
#

you just want the player behind the bus always?

#

or you want the player to be in front or behind depending on where he is?

analog widget
#

i want the player to be in front or behind depending on where he is

pallid wing
#

guys I want my 2d character to stand on my tile and it works when I drag the prefab to the scene but when I drag the tile from the tilemap my character falls down and I made sure to put the same object I am confused kekwait

crimson smelt
#

help my poor tilemap

#

i want that to fill the entirety of 1 square

#

scaling both the grid and the tilemap seem to scale the squares AND the space so my tiles never fill 1 square

solar nebula
still tendon
# crimson smelt help my poor tilemap

You probably just started using unity, so it's pretty easy to fix this.
First of all you have to go into your assets folder, then search for the image that you want to modify, and then click on it.
I'm seeing that it's in the files called "images".
Just click on that texture and search for a feature called "pixel per unit".
Then just put the number of the pixels of the width of your texture and it should work.
Usually I put 32, but you will probably need to put 16.

#

Btw if you need some help with learning unity I can show you the tutorial that I used to learn making games.

silk sierra
#

How do I make the Back_Light photoshop layer appear in Screen blending mode in Unity? (Similar like we have blending modes in Photoshop - Normal. Multiply,Overlay, Screen etc, or similar like in CSS blending modes)

#

In this case, I want the BackLight file only to be in blending mode

crimson smelt
#

@solar nebula @still tendon ty for the help yes i think it works now

still tendon
#

i wanna use this as an asset but how do i remove hte white background

#

like make it transparent

still tendon
#

forgot to remove the quesiton

raven bone
#

I'm trying to use the 2d URP pipeline and add text. My content, which is full screen, is way down there in the bottom left and the text is massive, but when I hit play everything lines up. this is weird. How do I fix it?

#

got it, changed the canvas to world space. can scale it down now

solemn latch
cosmic bridge
#

please help, I'm making a 2d game on unity.But I don't know much code, can someone help me?

modest cargo
oak field
#

Does anyone know why are the tiles so small? They were connected and filled the entire square and than I placed in the tree and it changed it to look like this

oak field
#

Sorry, I just saw that people asked about tile palettes in here so I thought I'd ask here as well

modest cargo
oak field
#

If I had than I don't remember, the last time I went into this server was a couple of months ago

modest cargo
#

The simple way is to edit your BirdScript so it listens to that input to call the startGame method

#

Additionally UI supports keyboard navigation, for example by default you should be able to move between interactabe UI elements with arrow keys and click on them with enter or space, once the UI is focused by clicking on it

#

Yes

modest cargo
#

Sprite editor is for sprite assets
To change pivot via hierarchy you'd parent it to an empty gameobject with an offset

#

Transform positions are relative to parent transform, so you'd move the gameobject relative to parent gameobject

crimson smelt
#

can anyone explain why in the editor my screen looks like this but looks like the 2nd image at runtime? Does the white box not represent the screen?

oak field
oak field
crimson smelt
#

I just realized my real "screen" is a small box on the bottom left and my UI just happens to scale

solemn latch
#

That is, for UI one unit = one pixel, for the world one unit = one meter.

brazen silo
#

Hello, does anyone know how to make this effect? I think they used two sets of wave animation. I did the alpha waves, the outer part. I think those two wave animations are blended with alpha blend. I'd much appreciate it if anyone can give me some directions about this

#

By wave animation i mean the animation tiles. I'm using tile palette on my project

#

I added the second wave animation(the inner one) but the two doens't blend, there's space between two tiles.

#

there's an xcf file which is called alphablendwaves at the site i downloaded this asset. I think it has something to do with that file but i have no idea how to use it. No one says anything about it on the site either

brazen silo
#

I have two sprite sheets for the wave animation, one is alpha and the other is regular. How do i need to use them? I can't find any information about this anywhere. I think in order to get the effect in the ss, i need to use both of those tile maps

late tree
#

when 2d rigging in unity, is it possible to have the sprite also be animated? can i make frames for like a burning hand and then use that sprite for rigging and still have it animate the fire? @late tree if anyone know πŸ™

modest cargo
solemn latch
modest cargo
#

I think it's just a frame by frame animated tileset

main ledge
#

does anyone know how to make a tilemap a sprite mask, its driving me up a wall, I just want the water rings to appear on the water tilemap but they love jumping right onto the sand. I figure a mask is the best way to fix this.

brazen silo
brazen silo
# modest cargo I think it's just a frame by frame animated tileset

yes they are. But as i said there were 3 files i downloaded. alphawave.png, wave.png, and alphablend.xcf. There are no instructions on the site on how to use them the right way. This is the link to the asset page: https://opengameart.org/content/animated-ocean-tileset?destination=node/81757

modest cargo
#

The alpha png has transparency, the other png does not

#

You would slice the sheet by grid size in Unity and assign resulting tiles as an animated tiles' frames

brazen silo
# modest cargo You would slice the sheet by grid size in Unity and assign resulting tiles as an...

i appreciate your answer but i already know all the things you said. I didn't ask the descriptions of those files, i asked how do i need to utilize them in Unity to create the water animation effect which is shown in the gif file i shared above. Should i import the xcf file to Unity? In what way should i use the alpha and the regular png file? I'm sry if i wasn't clear in my previous questions

#

I know about the animated tiles too, i already used them. I shared a ss of it, but it's a still image so you can't see the animation there

modest cargo
#

Hmm beyond that I'm not fully understanding what's the exact thing you're asking about

#

This is only the shore wave animation

#

The asset description links and recommends you use another animated tile for the surface waves, to be placed under these shore wave tiles

brazen silo
brazen silo
brazen silo
#

this is the animation i made. It felt kinda different than the animation which is played on GIF, i mean just the waves. Have you noticed anything wrong here?

modest cargo
brazen silo
#

i know i asked a lot but is there a trick to close the gap between two tiles, like this? I tried to change the layer of two tilesets and place the water tile behind the wave but it doens't work since the wave sprites are transparent

modest cargo
#

Then the animated tiles on top of them separately

brazen silo
# modest cargo Then the animated tiles on top of them separately

i don't think it would work as long as the wave sprites are alpha. Even if you place other sprites under it, it sticks like a sore thumb since it's transparent. I tried it, looks terrible. Dammit, it took to much time for me to create those animates wave tiles

modest cargo
brazen silo
#

In this gif, i think those wave sprites aren't transparent. They set the tile map of the wave to a upper layer and the water tile map to a lower layer. That's why it looks right i think

modest cargo
brazen silo
modest cargo
# brazen silo

This is not the same thing because you don't have shore tiles

brazen silo
#

how should i set their ordering their layer, bcs i tried that. I did it like this before wave= 2, shore = 1, water= 0

modest cargo
brazen silo
#

i don't have a specific shore tile. My game is set in a snowy enviroment. I place the white snow tile on top of the wave. I think i need to adjust it's size. When i place the water sprite on the same tile, either it or the snow is overlapped depending on their sorting layer

modest cargo
#

The wave is not designed to sell the effect alone

brazen silo
#

whaddya think now?

#

still not great, but definitely better than before. It would look much better if i give the corner beach tiles a curvy look on PS

#

you're in the wrong channel, you need to post this on UI-UX

proven anchor
#

oke thanks

modest cargo
brazen silo
modest cargo
whole stag
#

I have an image on a canvas and it shows in the scene view, but not the game view. Anyone know why this could be happening?

clear barn
#

why is my art in game pixelated? the PPU is 200 and the rest of the sprite editor is pretty much default

brazen silo
brazen silo
little root
#

This sounds like a vague question but this is me being unfamiliar with the Sprite Editor. How should I slice these so that I can get each and every one of these sprites?

#

Like, what's my best option here?

soft scaffold
#

Hello why is my assets looks so dissarray like this?

#

But the other one is complete like this?

clear barn
brazen silo
vivid elbow
#

help i sliced a tileset and its stuck for 20 mins

stuck aspen
#

Assigned a quest for the NPC but npc does not respond when i move the player to the NPC. what is the reason for it.

clear barn
#

156 x 142

#

is that bad

indigo star
#

Does Unity 2d not support skyboxes?

indigo star
soft scaffold
still tendon
still tendon
#

Might be able to help if you show those

modest cargo
indigo star
#

which, I guess is understandable

modest cargo
indigo star
modest cargo
indigo star
#

Sure

modest cargo
#

Unless that has changed in a recent version

manic pumice
#

someone please hmu if you can help with a simple problem i’m having with a timer

indigo star
#

Speaking of, I haven't had any luck using pixel position in my 2d shaders, is that actually not available?

indigo star
manic pumice
#

k one sec

indigo star
#

basically limiting the shape of the mesh

manic pumice
#

9 minutes 15 into this https://youtu.be/HmHPJL-OcQE vid, he drags a text component into the script. Does that sort of text not exist anymore? i’m using text mesh pro and it’s not letting me drag it in

In this step by step guide, you'll learn how to make a Countdown Timer in Unity and how to display time in your game in minutes and seconds.

00:00 Intro
00:25 Basic timer in Unity
01:49 Adding an if condition
02:43 How to make a repeating timer
03:35 How to display time in minutes and seconds
09:33 Time elapsed vs time remaining
11:43 Adding mi...

β–Ά Play video
#

sorry i’m a bit clueless as just starting

indigo star
modest cargo
manic pumice
indigo star
#

you probably defined it as "Text"

manic pumice
#

one sec

indigo star
modest cargo
indigo star
#

They are not my clouds, I simply wish to do something similar but for 2d sprites

manic pumice
#

blue do u mind if i send some code in dms?

indigo star
#

but yeah, it is the desired effect

indigo star
#

just the variable declaration is fine

manic pumice
#

public Text timerText

indigo star
#

see, that is declared as "Text"

manic pumice
#

what should i change it to?

indigo star
#

So either the text you want to put into that has to be of type "Text"

#

or you have to change that to "TextMeshPro"

manic pumice
#

ok sweet i’m using tmp so i’ll use that

indigo star
#

note that when you're changing it to textmesh pro

#

some of the code might have to be a bit different to get the same result

manic pumice
#

k sweet might take this to chatgpt

hollow crown
#

If you're using TextMeshPro for UGUI that is TextMeshPro_UGUI

#

if you're using world-space text that's TextMeshPro

#

and TMP_Text works for both.

modest cargo
# indigo star

Hmm you could look into using this exact type of shader with 3D meshes
Should work even in 2D renderer as long as you avoid specific 3D only functions, like lighting for one
Something similar in 2D would be very different, I'd consider overlaying multiple could textures with clipped alpha

manic pumice
#

chatgpt fixed it i think

modest cargo
#

Sure those aren't prebaked meshes? They look a lot that way, and it'd be much easier to do it that way

indigo star
# modest cargo Sure those aren't prebaked meshes? They look a lot that way, and it'd be much ea...

https://www.youtube.com/watch?v=3pvWCJffNHE
There's a bunch of similar ones too

Hey, this is an update on my cloud shader. #unity #madewithunity #volumetricclouds

Previous Versions (those posts also share a bit of information on how the cloud shader was made):
https://twitter.com/EuriGilberto/status/1406141214907326465?s=20
https://twitter.com/EuriGilberto/status/1402737376292704256?s=20
https://twitter.com/EuriGilberto/st...

β–Ά Play video
modest cargo
#

Ah, raymarching

manic pumice
#

thanks blue n vertx working now

indigo star
modest cargo
#

The problem is more that sprites don't have any depth

clear barn
clear barn
#

is it diving the Y of the image by the total height of the camera size

#

only in game view the art is pixelateted

modest beacon
#

scene vs game view why do my sprites get pixalated

modest cargo
brazen silo
modest cargo
#

I'm out of the loop there but a reminder that PPU is a convention for you the developer to know how many sprite pixels will be in one unit, so by knowing how many units the camera size is, you can figure out how many pixels and sprites will fit on it

clear barn
#

so it is default 10 right?

modest cargo
#

I think the default is 100, but it doesn't really matter what it is

clear barn
brazen silo
modest cargo
#

There's no hard rules for any of that though

#

Sprite pixelation ultimately is because the sprite is too small relative to screen pixels

#

PPU and camera size are ways to standardize the sprite's effective resolution so everything is predictable and sprites are consistent with each other

brazen silo
#

i also told @clear barn to set the filter mode to point(no filter) and the compression to none

clear barn
#

the fitler mode is point and no compression

#

PPU is 156

#

it is a multiple sprtie though

brazen silo
clear barn
#

i know but will that affect the pixelatedness

modest cargo
#

It won't

clear barn
#

ok

modest cargo
#

But the 156 number seems to include more than one sprite in that case

clear barn
#

yeah thats what i mean

modest cargo
#

Which makes it unlikely to match any intended PPU

clear barn
#

like will i need to change the PPU for mulotiple sprite

#

this is my sprite that i am using

modest cargo
#

Trying to match all sprite resolutions is an optional step though

#

If your sprites are pixelated that means they are too small relative to display resolution
Increase display resolution, decrease camera size or increase sprite size

clear barn
#

decrease camera size?

#

wait what one is the best to do

modest cargo
# clear barn wait what one is the best to do

There are no hard rules for it, like I mentioned
Usually you first decide how many units you want to display at once and what size your characters should appear on screen
This mostly affects only the scale dependent calculations you'll be doing in code, and physics

clear barn
#

ahh i see

modest cargo
#

I find it easy to use a one-unit default cube as the character size, that gives you and idea what other objects like walls or NPCs should be compared to it

#

At that point when you tweak the camera size you decide how many units will be visible, and how small they will be relative to camera

#

How big the camera is determines how far the player can see, but also how small the art will appear as

clear barn
#

interesting

modest cargo
#

Sometimes you decide on multiple acceptable sizes if your camera will have multiple zoom levels

#

And when you look at it from the Game window it's important to test the resolutions your players will be using

clear barn
#

i cant change the camera size

modest cargo
#

1920x1080 is the most common one but laptops and mobile devices may have smaller resolutions

modest cargo
clear barn
#

ohh yeah

#

cinemachine

#

brain

modest cargo
#

With Cinemachine camera size is controlled from virtual camera Lens settings

#

But it's the same otherwise

#

Now since you know approximately how many pixels tall and wide your character will be on an average or below-average monitor, you can use that as a reference so you know how many details you can realistically fit into the art

#

Now since you know how many pixels there should be per unit, that gives you the Pixels Per Unit value
Since you aren't working on pixel art, you'll probably want to draw the art in double resolution, and double the PPU as well

#

If you need to display art in different sizes, doubling or halving the size/PPU works best

#

Non-integer scales will be extra blurry (or pixelated, if mip maps are turned off)

#

@clear barn Since you aren't working with pixel art, try setting filter mode to bilinear and enabling generate mip maps

clear barn
#

i dont see a generate mip maps

clear barn
#

set fiter mode to bilinear

modest cargo
clear barn
modest cargo
pallid wing
#

Guys basic question how do I put my tiles with tile palette in their original size instead of this bigger blurred version I drew them 32x32 on aseprite

clear barn
modest cargo
still tendon
#

WHERE IS 3D TOOLS

urban sun
#

hey i got smthn i need help with
how can i deal with sprites that have different dimensions

like when i splice these sprites the individual sprites have slightly different dimensions
when i animate it it looks as if the sprite went slightly up

#

i was told to make a bounding centre or setr a correct pivot for each sprite

#

but how can i do that?

late scarab
#

stupid question but how can i make a 2D right triangleπŸ“ ?

solemn latch
solemn latch
urban sun
#

how can i get rid of any artifacts in sprites after i already animated them?

glacial radish
#

Why the sphare sprite in unity is pixilated

rustic pagoda
#

i've made a level using tilemaps, but i want to change the texture of the ground tile, how can i do that easily without having to manually overwrite each tile by hand?

solemn latch
solar nebula
#

How do you get your tiles, using a Tilemap collider 2d and Composite collider 2d, to take up a full square?

craggy meadow
#

Hi, I am currently working on an animator tool made specially for pixel art. And I am kind of running out of cool useful ideas that I could add to the tool.
I obviously have basic features like animating the sprites and playing events on given frames. I also have some more complicated stuff like animating colliders and hitboxes.

If you have any ideas of cool features that I could add I would really appreciate that.

solar nebula
solar nebula
craggy meadow
solar nebula
#

Idle animations for some games use it, especially games made in GameMaker for example. It's a bit of a relic of an older era, but sometimes you might want a single sprite to have a "confused" idle, flipping each frame. Just one example.

#

Old pokemon games use this a lot.

#

Helicopter blades. You might flip those each frame to give the illusion of movement. Wheels.

craggy meadow
solar nebula
#

Modular spritework is becoming more and more of a thing, layers help.

#

Anyway good luck finding more suggestions.

craggy meadow
static arch
#

I'm exporting a tilemap into Unity from Aseprite, but it seems to be blurry. First screenshot is what it's supposed to look like from Aseprite, second image is what it looks like in the Unity Sprite Editor. Third image is the settings, I only changed Sprite Mode and Pixels Per Unit. I did also try it with Pixels Per Unit as 100, from the recent tutorial I just found, but then I tried it with 16 (what it's currently set to) because I think I remember a previous tutorial saying to do that for 16x16. Both settings (100 and 16 Pixels Per Unit) result in a blurry image. Is it an issue with Unity or exporting/importing, or an art issue maybe? This is my first tilemap.

craggy meadow
static arch
#

Great, thanks.

urban sun
#

i notice that in some of my sprites after i animate them there are some small black lines

#

how can i edit each sprite manually to get rid of these lines?

urban sun
#

Artifacts found in sprites

tardy pollen
#

Hi guys ... I switched from 2D animation 7 in unity 2021 to version 9 in the 2022 LTS (new project, clean install). The sprite skinning editor seems to be completely broken now. Did they change the UI or buttons I have to press? For example rotating bones in preview pose should just be select and move, shouldnt it?

#

None of the tools seem to work correctly. Only thing I can do is select sprites. And i get some weird blue selection boxes which do not really follow my mouse cursor. I dont know if its a bug or if I am missing something

solemn latch
tardy pollen
#

Thank you. I love Unity πŸ˜‰
Breaking basic tools in the newest and "stable" version of the editor ... Thats a very sophisticated way to steal even more of my time

#

Are they aware of it?

tight cloud
#

I have never made any 2D art, but this time for my game I want to make some.. but I can't figure where to start from.. anyone can guide please ?

upper owl
#

hi
how i make a farm system in tp down game

hot quiver
#

theres a bunch of ways to make a farm system

#

also this isn't exactly have to do with 2d tools?

upper owl
upper owl
hot quiver
#

how do you want the farm sistem to be

upper owl
lean estuary
upper owl
hot quiver
#

well

#

hmm

#

i would make it for you, but my code is very scuffed and bad

upper owl
#

Thank you very much, it doesn't matter just send it

hot quiver
upper owl
unkempt river
unkempt river
#

^ fixed it by using cinemachine pixel perfect camera

urban sun
#

is there a way i can replicate this animation in unity?

quasi meteor
#

Hi. I'm trying to splice a sprite. However, it is not working as I would like it to. I use this black with white border sprite, invert it and use it for alpha in shader. But I want scaled objects to maintain the same border size and not stretch it. To this end, I moved the green borders in the sprite window. However, as the third image shows, the longer one has a stretched bottom border (both rectangles start at the same y). Finally, here are the properties of the rectangle gameobject. My question is straight forward; what am I possibly doing wrong?

urban sun
#

is there a way i can replicate this

quasi meteor
urban sun
#

i need help

urban sun
bold frigate
#

Unsure of where to ask this but if I wanted to make a wall 2D and my player is layered above it (when standing in front of it) but layered behind it (when standing behind it) how would I do this?

modest cargo
#

But it depends on what kind of perspective your 2D sprites are emulating

analog widget
#

is it possible to mirror down the middle?

static arch
#

Why does Unity adjust the colors on my pixel art?
It didnt feel like too big of a deal in tilemap, but its gonna cause issues for characters like this

static arch
#

perfect thanks

shell moat
#

is there a way to copy paste my tilemaps through scenes? Because when i add a new feature to level i dont want to do that in every scene, so it would be easier to just copy the level tilemap to another scene

#

level example

modest cargo
shell moat
#

its like applying change to other objects but i still dont understand how can i use it

modest cargo
#

This makes it very easy to have the same gameobject in multiple scenes, even with individual changes

#

I don't know if a tilemap's tile layout is considered one singular property to override, but regardless making a prefab of it (and optionally then unpacking the prefab) is just a quicker way of copying it to another place

#

But then again you could also just simply copy and paste the gameobject

shell moat
modest cargo
#

Still just one tile carries over?

shell moat
#

oh

#

this is exactly what i wanted

shell moat
#

thank you

modest cargo
#

What are you talking about?

urban sun
#

is there a way you can change the individual x and y axes of sprites?

#

like of keyframes?

modest cargo
solemn latch
urban sun
#

no

#

ill show u a video in like 15 minutes

wanton mica
#

I'm having issue where the box showing where you are going to place it, and the grid, is offset to the actuall tilemap

#

Any ideas to fix?

waxen ferry
#

im trying to place a pillar among my floor rule tiles, but it is trying to build walls around my pillar even with using override rule tiles

solemn latch
modest cargo
urban sun
#

like notice at one point the character's sprite moved as it got out its sword

#

how can i change that without having to go back to the sprite editor?

modest cargo
urban sun
#

heres the thing

modest cargo
urban sun
#

i hope it doesnt bother you

plain ginkgo
waxen ferry
#

I really don't understand the purpose of rule override tiles,

my screenshot shows my rule, and override, the rule tiles are auto tiling around the override tile

I expected the override to let them function together but have a different sprite, like having floor tiles and carpet tiles that know they need walls around them but dont interact with each other

this behavior implies the rule and override are independent, the same effect being achievable with a copy paste of the original rule tile, which makes the override absolutely pointless

waxen ferry
urban sun
#

quick question

#

how can i make it so that when my character walks up and down a slope, even a small slope, the character rotates accordingly

#

because its fine if the character walks up said slope

#

but when i make it walk down

#

it keeps switching between moving and jumping animation

#

any tips?

dry patrol
# waxen ferry did you end up finding a solution?

Yes, first thing I did was to ditch the abysmal Unity tiles system altogether and install Tiled which is a specialized editor just for tilemaps as well as SuperTiled2Unity which is a package that automagically exports Tiled files to Unity. Now, the workflow of using Tiled and exporting to Unity is like 5x more convenient and less annoying than using native Unity tools.
For the specific problem I had, I ended up just adding a new layer for the second type of floor tiles and it works fine.

#

after a month of using this workflow, I can say there are no problems with using multiple layers, I ended up having even more of them

modest cargo
urban sun
urban sun
modest cargo
bleak flume
# waxen ferry I really don't understand the purpose of rule override tiles, my screenshot sho...

The purpose and value of rule tile overrides above just making another rule tile is that they consider the tiles from their base in the rules. So there may be situations that is very helpful... Like a wall in a 2D base building... If you have a stone wall you could upgrade to metal and the corner will remain a corner and not turn into an individual tile if it is the only square that gets upgraded... If that makes sense.

#

So I feel like what you are expecting is how it works maybe you are using a different layer?

bleak flume
#

Hmm I just opened my 2D base building project from a while ago where I thought I had this set up but it seems I made my own custom ruletile class lol... Maybe that's why.. πŸ€·β€β™‚οΈ

waxen ferry
#

@bleak flume yes the way you describe is how it should work, but if you place the override tile down beside the base rule tile, they failed to connect, just like in my example, when ticking the 'this' or 'not this' the override tile isn't considered 'this' for either the base rule tile against the override, or the override against the base rule

#

so my use case was using unitys default custom rule tile, which provides 2 additional ticks to cycle through, which includes 'null', and 'not null' simply for the rule tile to check if there is or isnt a neighbor tile, not if the neighbor tile is or isnt itself

hidden geode
#

Hi there, i have a question about the Tile Palette window, i loaded tiles into it and can select and paint them, though the palette window itself stays blank..
i drop the tiles in, but it stays blank.. i can select and use it, but it's hard to find the correct tile if youcant see the preview in the selection window -.-
version is 2023.1.3f1 but i had the same issue before updating from 2022.3

#

i found multiple threads and posts about this issue from several earlier versions, up to 2019..

#

i cant imagine the same issue being in unity for more than 4 years, with tilemaps being the most essential tool for making 2d games

#

i found the issue for the blank palette, i accidently set the cell sizing to manual and it probably was 0,0 or something similar shrug

pseudo geyser
#

Why is the outline component not working?

unique oriole
#

Artefacts are being created in my sprite atlas! How do I fix this? Namely around the health bar. it's fine without

urban sun
#
private void MoveShoot() {
        Debug.Log("Ur shooting while moving!!!");
        timerIsRunning = true;
        seconds = 2;
        animator.SetLayerWeight (1,1);
        newProjectile = Instantiate(bulletPrefab,firePoint.position,firePoint.rotation);
        if (timerIsRunning)
        {
            if (seconds > 0)
            {
                seconds -= Time.deltaTime;
                Debug.Log(seconds);
            }
            else
            {
                Debug.Log("Ur done damn");
                animator.SetLayerWeight(1, 0);
                seconds = 0;
                timerIsRunning = false;
            }
        }
         
     }

the "timer" only decreases everytime the method is called
and mind you this method is called at the update macro:

if(Input.GetKeyDown(KeyCode.X) && animator.GetFloat("Speed") > 0.01 && animator.GetBool("IsInAir") == false) {
            
            MoveShoot();
            animator.SetTrigger("isShootingMoving");
            
        }
#

any tips?

modest cargo
oak rapids
#

with a rule tile, how can I make it so it aligns to the bottom of the tile?

#

I have these shorter tiles I want to use for flooring

#

ok then I just had to change some alignment things

#

weird

static arch
#

Making my first menus + HUD, question is, do HUD/Start Game Menu/Settings Menus go on separate canvases or the same canvas?

#

Im assuming same canvas?

modest cargo
static arch
#

oops, shouldve scrolled down a bit more to find that channel lol

#

I'll post in there, but Im thinking Ill just put them on separate canvases. Makes more sense, organization wise

brave adder
#

Why does one of my box colliders have this sweet little "transform" button, but the other one doesnt?

#

this is what I mean by "transform button"

modest cargo
brave adder
zinc cedar
#

how do i rotate the tilemap so i can plaint the bench but just rotated

vernal acorn
#

what collider

solemn latch
zinc cedar
#

ye but it was paintfull and i couldnt like use it as paint

#

can you help me with the cinemachine problem i posted it in the other channel thats what im strugling currently

full turret
#

Hey, I'm using Unity's tile mapping and rules to build a map and I use a different tilemap for each room in my game. Is there a way I can fix the edge case where the edge of the tilemap doesn't necessary mean the edge of a tile usage? For example the blue box and red box?

vagrant nexus
#

I understand the blue box, but what's wrong with the red box?

#

You want the bottom row to pretend that there are more tiles below?

#

I think the only "trivial" way would be to add invisible tiles in the empty space next to regions you want to connect

#

You can change the collider to 'none' on the invisible tile's asset

#

I forget if that by itself will work. If not, you would need to do that + create a custom RuleTile script that checks for that particular tile, which would be more complicated

full turret
#

Thanks

solemn latch
#

Probably on a second layer

bleak flume
lethal egret
#

i been working with the tilemaps and the white boxes dissapeared after i out of bounds?
is there a way to increase the limit the boxes can show? i would like to see it jist for clairity ake

oblique latch
#

how do i detect/specify collision between certain tiles?

vernal gulch
#

Hey, I am currently doing level design in my platformer game and I was wondering
How can I implement this grid like level design
Something like celeste, hollowknight etc

knotty plinth
#

Hello. I made a tilemap, placed some tiles in it using tile palette. Added a Tilemap Collider 2D but now I want to edit the boundaries of the collision that have been assigned to the tiles automatically. Is this possible?
I've searched online and it says to use the sprite editor on my sprite but I don't have one. I just have one picture, which contains a set of tiles, placed that in the tile palette after editing some settings, such as compression, filter mode, pixels per unit, sprite mode and also sliced it up. Now I am placing tiles from there in my world to create objects.

modest cargo
vernal gulch
#

No, i understand tilemap, I am using it,
All I am asking is
Like a rectangular level snapping type system
Just like shown above
Like the bigger grids that are shown in the pic
I can add 1 small level block
And then connect another one with it

vernal gulch
knotty plinth
#

No that's the one you use if you have a couple of tiles close together and u wanna mix the collision boundaries automatically to make it more smooth, as far as I know

#

But I want to edit the collision boundaries myself

vernal gulch
#

Then I think you'll need to add a box collider and adjust its boundaries yourself

knotty plinth
#

I tried that but the box collider doesn't work on tiles I think, the box collider boundaries don't show up

#

Actually nvm the box collider boundary shows up but I can edit the boundary to only fit one object, whereas I have placed multiple objects using the tiles so I would need multiple box colliders.

modest cargo
modest cargo
main spindle
#

i asked this a little while ago, but as i was using the skin spriting for my rig, apparently the sprite or the mesh, it disappears once the bones are generated within the sprite skin component, anyone know why this happens?